tesspot

annotate src/test.c @ 2:178a9e3c3c8c

isolines
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 03 Dec 2012 07:30:39 +0200
parents befe01bbd27f
children
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@1 3 #include <math.h>
nuclear@0 4 #include <GL/glew.h>
nuclear@0 5 #include <GL/glut.h>
nuclear@0 6 #include "sdr.h"
nuclear@1 7 #include "teapot_data.h"
nuclear@0 8
nuclear@0 9 void disp(void);
nuclear@2 10 void draw_teapot(float scale);
nuclear@1 11 void draw_teapot_patch(struct vec3 *bez_cp, int *index, int flip, float rot);
nuclear@0 12 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin);
nuclear@0 13 void reshape(int x, int y);
nuclear@0 14 void keyb(unsigned char key, int x, int y);
nuclear@0 15 void mouse(int bn, int state, int x, int y);
nuclear@0 16 void motion(int x, int y);
nuclear@0 17
nuclear@0 18 static float cam_theta, cam_phi = 25;
nuclear@0 19 static float cam_dist = 8.0;
nuclear@0 20
nuclear@0 21 static unsigned int prog;
nuclear@0 22
nuclear@1 23 static int max_tess_level;
nuclear@1 24 static int tess_level = 5;
nuclear@1 25
nuclear@0 26 int main(int argc, char **argv)
nuclear@0 27 {
nuclear@2 28 float amb[] = {0.05, 0.05, 0.05, 0.0};
nuclear@2 29
nuclear@0 30 glutInit(&argc, argv);
nuclear@0 31 glutInitWindowSize(1280, 800);
nuclear@0 32 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 33 glutCreateWindow("tesselation shaders test");
nuclear@0 34
nuclear@0 35 glutDisplayFunc(disp);
nuclear@0 36 glutReshapeFunc(reshape);
nuclear@0 37 glutKeyboardFunc(keyb);
nuclear@0 38 glutMouseFunc(mouse);
nuclear@0 39 glutMotionFunc(motion);
nuclear@2 40 glutIdleFunc(glutPostRedisplay);
nuclear@0 41
nuclear@0 42 glewInit();
nuclear@0 43
nuclear@2 44 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
nuclear@2 45 glClearColor(amb[0], amb[1], amb[2], 1);
nuclear@0 46
nuclear@0 47 glEnable(GL_CULL_FACE);
nuclear@1 48 glEnable(GL_DEPTH_TEST);
nuclear@0 49
nuclear@0 50 if(!GLEW_ARB_tessellation_shader) {
nuclear@0 51 fprintf(stderr, "your OpenGL implementation does not support tesselation shaders\n");
nuclear@0 52 return 1;
nuclear@0 53 }
nuclear@0 54 glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &max_tess_level);
nuclear@0 55 printf("maximum tesselation levels: %d\n", max_tess_level);
nuclear@0 56
nuclear@0 57 glPatchParameteri(GL_PATCH_VERTICES, 16);
nuclear@2 58 glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
nuclear@0 59
nuclear@0 60 {
nuclear@0 61 unsigned int vsdr, tcsdr, tesdr, psdr;
nuclear@0 62
nuclear@0 63 if(!(vsdr = load_vertex_shader("sdr/bezier.v.glsl"))) {
nuclear@0 64 return 1;
nuclear@0 65 }
nuclear@0 66 if(!(tcsdr = load_tessctl_shader("sdr/bezier.tc.glsl"))) {
nuclear@0 67 return 1;
nuclear@0 68 }
nuclear@0 69 if(!(tesdr = load_tesseval_shader("sdr/bezier.te.glsl"))) {
nuclear@0 70 return 1;
nuclear@0 71 }
nuclear@0 72 if(!(psdr = load_pixel_shader("sdr/bezier.p.glsl"))) {
nuclear@0 73 return 1;
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 if(!(prog = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
nuclear@0 77 return 1;
nuclear@0 78 }
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 glutMainLoop();
nuclear@0 82 return 0;
nuclear@0 83 }
nuclear@0 84
nuclear@0 85
nuclear@0 86 void disp(void)
nuclear@0 87 {
nuclear@0 88 float lpos[] = {-5, 10, 4, 1};
nuclear@0 89
nuclear@0 90 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 91
nuclear@0 92 glMatrixMode(GL_MODELVIEW);
nuclear@0 93 glLoadIdentity();
nuclear@0 94 glTranslatef(0, 0, -cam_dist);
nuclear@0 95 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 96 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 97
nuclear@0 98 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 99
nuclear@0 100 set_material(0.2, 0.35, 1.0, 1.0, 1.0, 1.0, 60.0);
nuclear@0 101
nuclear@2 102 draw_teapot(2.0);
nuclear@1 103
nuclear@1 104 glutSwapBuffers();
nuclear@1 105 }
nuclear@1 106
nuclear@2 107 void draw_teapot(float scale)
nuclear@1 108 {
nuclear@1 109 int i;
nuclear@1 110
nuclear@2 111 scale /= 2.0;
nuclear@2 112
nuclear@1 113 glPushMatrix();
nuclear@2 114 glTranslatef(0, -3.15 * scale * 0.5, 0);
nuclear@1 115 glRotatef(-90.0, 1, 0, 0);
nuclear@2 116 glScalef(scale, scale, scale);
nuclear@1 117
nuclear@0 118 glUseProgram(prog);
nuclear@1 119 set_uniform_int(prog, "tess_level", tess_level);
nuclear@1 120 set_uniform_float3(prog, "norm_scale", 1, 1, 1);
nuclear@0 121
nuclear@0 122 glBegin(GL_PATCHES);
nuclear@0 123
nuclear@1 124 /* first render the front-facing patches */
nuclear@1 125 for(i=0; i<NUM_TEAPOT_PATCHES; i++) {
nuclear@1 126 if(teapot_part_flip[i] > 0.0) {
nuclear@1 127 draw_teapot_patch(teapot_verts, teapot_index + i * 16, 0, teapot_part_rot[i]);
nuclear@1 128 }
nuclear@1 129 }
nuclear@1 130 glEnd();
nuclear@0 131
nuclear@1 132 set_uniform_float3(prog, "norm_scale", -1, -1, -1);
nuclear@0 133
nuclear@1 134 glFrontFace(GL_CW);
nuclear@1 135 glBegin(GL_PATCHES);
nuclear@1 136 /* then render the flipped ones */
nuclear@1 137 for(i=0; i<NUM_TEAPOT_PATCHES; i++) {
nuclear@1 138 if(teapot_part_flip[i] < 0.0) {
nuclear@1 139 draw_teapot_patch(teapot_verts, teapot_index + i * 16, 1, teapot_part_rot[i]);
nuclear@1 140 }
nuclear@1 141 }
nuclear@0 142 glEnd();
nuclear@1 143 glFrontFace(GL_CCW);
nuclear@0 144
nuclear@0 145 glUseProgram(0);
nuclear@0 146
nuclear@1 147 glPopMatrix();
nuclear@1 148 }
nuclear@1 149
nuclear@1 150 void draw_teapot_patch(struct vec3 *bez_cp, int *index, int flip, float rot)
nuclear@1 151 {
nuclear@1 152 int i;
nuclear@1 153 float cosr = cos(M_PI * rot / 180.0);
nuclear@1 154 float sinr = sin(M_PI * rot / 180.0);
nuclear@1 155
nuclear@1 156 for(i=0; i<16; i++) {
nuclear@1 157 struct vec3 cp = bez_cp[index[i]];
nuclear@1 158
nuclear@1 159 float x = cosr * cp.x + sinr * cp.y;
nuclear@1 160 float y = -sinr * cp.x + cosr * cp.y;
nuclear@1 161
nuclear@1 162 glVertex3f(x, flip ? -y : y, cp.z);
nuclear@1 163 }
nuclear@0 164 }
nuclear@0 165
nuclear@0 166 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin)
nuclear@0 167 {
nuclear@0 168 float dcol[4], scol[4];
nuclear@0 169
nuclear@0 170 dcol[0] = dr;
nuclear@0 171 dcol[1] = dg;
nuclear@0 172 dcol[2] = db;
nuclear@0 173 dcol[3] = 1.0;
nuclear@0 174
nuclear@0 175 scol[0] = sr;
nuclear@0 176 scol[1] = sg;
nuclear@0 177 scol[2] = sb;
nuclear@0 178 scol[3] = 1.0;
nuclear@0 179
nuclear@0 180 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
nuclear@0 181 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
nuclear@0 182 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 183 }
nuclear@0 184
nuclear@0 185 void reshape(int x, int y)
nuclear@0 186 {
nuclear@0 187 glViewport(0, 0, x, y);
nuclear@0 188 glMatrixMode(GL_PROJECTION);
nuclear@0 189 glLoadIdentity();
nuclear@0 190 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 191 }
nuclear@0 192
nuclear@0 193 void keyb(unsigned char key, int x, int y)
nuclear@0 194 {
nuclear@0 195 switch(key) {
nuclear@0 196 case 27:
nuclear@0 197 exit(0);
nuclear@0 198
nuclear@0 199 case 'w':
nuclear@0 200 {
nuclear@0 201 static int wire;
nuclear@0 202 wire = !wire;
nuclear@0 203 if(wire) {
nuclear@0 204 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
nuclear@0 205 } else {
nuclear@0 206 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
nuclear@0 207 }
nuclear@0 208 }
nuclear@0 209 glutPostRedisplay();
nuclear@1 210
nuclear@1 211 case '=':
nuclear@1 212 if(tess_level < max_tess_level) {
nuclear@1 213 tess_level++;
nuclear@1 214 printf("tessellation level: %d\n", tess_level);
nuclear@1 215 set_uniform_int(prog, "tess_level", tess_level);
nuclear@1 216 glutPostRedisplay();
nuclear@1 217 }
nuclear@0 218 break;
nuclear@0 219
nuclear@1 220 case '-':
nuclear@1 221 if(tess_level > 1) {
nuclear@1 222 tess_level--;
nuclear@1 223 printf("tessellation level: %d\n", tess_level);
nuclear@1 224 set_uniform_int(prog, "tess_level", tess_level);
nuclear@1 225 glutPostRedisplay();
nuclear@1 226 }
nuclear@1 227 break;
nuclear@0 228 }
nuclear@0 229 }
nuclear@0 230
nuclear@0 231 static int bnstate[16];
nuclear@0 232 static int prev_x, prev_y;
nuclear@0 233
nuclear@0 234 void mouse(int bn, int state, int x, int y)
nuclear@0 235 {
nuclear@0 236 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 237
nuclear@0 238 if(idx < sizeof bnstate / sizeof *bnstate) {
nuclear@0 239 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 240 }
nuclear@0 241 prev_x = x;
nuclear@0 242 prev_y = y;
nuclear@0 243 }
nuclear@0 244
nuclear@0 245 void motion(int x, int y)
nuclear@0 246 {
nuclear@0 247 int dx = x - prev_x;
nuclear@0 248 int dy = y - prev_y;
nuclear@0 249 prev_x = x;
nuclear@0 250 prev_y = y;
nuclear@0 251
nuclear@0 252 if(bnstate[0]) {
nuclear@0 253 cam_theta += dx * 0.5;
nuclear@0 254 cam_phi += dy * 0.5;
nuclear@0 255 if(cam_phi < -90) cam_phi = -90;
nuclear@0 256 if(cam_phi > 90) cam_phi = 90;
nuclear@0 257 glutPostRedisplay();
nuclear@0 258 }
nuclear@0 259
nuclear@0 260 if(bnstate[2]) {
nuclear@0 261 cam_dist += dy * 0.1;
nuclear@0 262 glutPostRedisplay();
nuclear@0 263 }
nuclear@0 264 }